DP / Poison Corruptor
By: Carnifax
Overview
Respec guide
Shopping list
Primary powerset
Dual Pistols
Chemical Ammunition

Chemical Ammunition

Toggle: Ammo Change (Toxic), Special

While this toggle is active you will be equipped with 'Chemical Rounds.' Most of your Dual Pistol attacks will have their secondary damage converted to toxic damage and inflict a minor damage debuff effect on the target. In order to earn this power, you must purchase the Swap Ammo power.
Cryo Ammunition

Cryo Ammunition

Toggle: Ammo Change (Cold), Special

While this toggle is active you will be equipped with 'Cryo Rounds'. Most of your Dual Pistol attacks will have their secondary damage converted to cold damage and inflict a minor slow effect on the target. In order to earn this power, you must purchase the Swap Ammo power.
Incendiary Ammunition

Incendiary Ammunition

Toggle: Ammo Change (Fire), Special

While this toggle is active you will be equipped with 'Incendiary Rounds.' Most of your Dual Pistol attacks will have their secondary damage converted to fire damage and inflict a minor damage over time effect. In order to earn this power, you must purchase the Swap Ammo power.
Pistols

Pistols

Ranged, Minor DMG(Lethal/Special)

Quickly fires a round from one of your heavy automatic pistols. Damage is average, but the fire rate is very fast. If standard ammo is used, Pistols will also reduce the target's Defense. Damage: Minor, Recharge: Very Fast NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from -Defense to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Dual Wield

Dual Wield

Ranged, Moderate DMG(Lethal/Special), Foe Knockback/Special

Dual Wield fires both pistols in rapid succession at its desired target. This power is slower than Pistols, but deals more damage, and the target may get knocked back by the force of the impact. Damage: Moderate, Recharge: Fast NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Empty Clips

Empty Clips

Ranged (Cone), Moderate DMG(Lethal/Special), Foe -Defense, Knockdown/Special

You empty the clips of both your pistols in an arc of suppression fire. This attack can blast multiple foes in the affected cone area, and has a small chance of knocking some foes down. Affected targets will have their defense reduced slightly as well if Standard Ammo is equipped. Damage: Moderate, Recharge: Moderate NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knock down to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Swap Ammo

Swap Ammo

Change Secondary Damage/Effects

By purchasing this power, you will be granted the Cryo Ammunition, Incendiary Ammunition and Chemical Ammunition toggles. Activating these toggles will change your secondary damage type on most Dual Pistols attacks from lethal (Standard Rounds) to cold (Cryo Rounds), fire (Incendiary Rounds) or toxic (Chemical Rounds). These toggles are mutually exclusive and only one can be active at a time. If no Swap Ammo toggles are active, the player will revert to Standard Ammunition. Different ammo types also have different secondary effects. Examine your Dual Pistols powers for more information.
Bullet Rain

Bullet Rain

Ranged (Targeted AoE), Moderate DMG(Lethal/Special), Knockback/Special

You fire your pistols faster than the human eye can follow, causing your bullet trajectory to arc, dealing moderate Lethal damage and possibly knocking your foes back. Damage: Moderate, Recharge: Slow NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Suppressive Fire

Suppressive Fire

Ranged, Minor DMG(Lethal/Special), Foe Disorient/Special

Suppressive Fire allows the user to quickly stun their target for a short time and deal a very minor amount of Lethal damage. Damage: Minor, Recharge: Moderate NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Disorient effect to a Hold effect if 'Cryo Ammo', 'Incendiary Ammo' or 'Chemical Ammo' are loaded.
Executioner's Shot

Executioner's Shot

High DMG(Lethal/Special), Foe -Defense, Knockback/Special

Executioner's Shot is a deadly ranged attack. Foes struck by this attack will suffer lethal damage and will likely be knocked back by the impact of this attack. Targets struck by Executioner's Shot while no special ammunition is equipped will have their defenses reduced for a short time. Damage: High, Recharge: Slow NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from Knockback to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Piercing Rounds

Piercing Rounds

Narrow Ranged (Cone), Superior DMG(Lethal/Special), Foes -Res(All)/Special

You fire your pistols with deadly precision in a very narrow cone, piercing up to three enemies. Piercing Rounds deals Superior lethal damage and reduces targets' Damage Resistance for a short time. Damage: High Recharge: Long NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from a resistance debuff to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded.
Hail of Bullets

Hail of Bullets

PBAoE, Superior DMG(Lethal/Special), Self +Def(Melee, Ranged, AoE), Foe Knockdown/Special

You fire a hail of bullets at all enemies around you dealing Extreme lethal damage. Enemies that are struck have a chance to be knocked down. Having Standard Rounds will dramatically increase this chance to knockdown your foes. If you hit at least one target you will gain a moderate melee, ranged and AoE Defense bonus for a brief period. Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from a guaranteed knockdown effect to: A minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded. A minor damage over time effect if 'Incendiary Ammo' is loaded. A -damage effect if 'Chemical Ammo' is loaded. Damage: Superior. Recharge: Long.
Secondary powerset
Poison
Alkaloid

Alkaloid

Ally Heal, +Res(Toxic)

When used correctly, poisons can be used to heal, as well as harm. Alkaloid consists of just the right amount of amino acids to safely heal a single targeted ally. The healed target is also left with some resistance to Toxic Damage (This Toxic Damage Resistance cannot be Enhanced). You cannot use this power to heal yourself. Recharge: Fast
Envenom

Envenom

Ranged (Targeted AoE), Foe -RES, -DEF, -Regen, -Heal

You Envenom your foe with a nasty poison, the poison then spreads to nearby foes. The toxin directly attacks the immune system, reducing the affected target's Defense, Damage Resistance and Hit Point Regeneration Rate. The poison is so potent, that the target actually responds less to Healing while affected by the poison. Secondary foes struck by this power will have a lesser effect placed on them while the primary target receives the full effectiveness of the power. Recharge: Slow
Weaken

Weaken

Ranged (Targeted AoE) Foe -DMG -To Hit, -Special

You poison a single foe with a venom that significantly Weakens their strength and and that of nearby foes. The affected primary target's chance to hit and Damage output is severely reduced Additionally, the affected targets secondary power effects are all weakened. The targets power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened. Secondary foes struck by this power will have a lesser effect placed on them while the primary target receives the full effectiveness of the power. Recharge: Long
Neurotoxic Breath

Neurotoxic Breath

Ranged (Cone), Foe -SPD, -Recharge

You can breath a cone of Neurotoxin gas that quickly start to anesthetize any nearby foes. Affected targets may choke on the gas as their movement and attack rate are severely reduced. Recharge: Slow
Elixir of Life

Elixir of Life

Close, Ally Rez, Special

With this Elixir, you can revive a fallen ally and turn him into a killing machine. The revived target has increased damage, chance to hit, Endurance recovery, and attack speed, and gains a resistance to Toxic damage. A brew of this sort is not without its side effects. The revived target will soon become very sick and severely weak after about 90 seconds. All effects of the Elixir will eventually wear off. Elixir of Life can only be used on Players. Recharge: Very Long
Antidote

Antidote

Ally +Res(Disorient, Hold, Sleep, Immobilize, Confuse, Fear, Slow, Cold, Toxic)

This Antidote can free an ally from any Disorient, Hold, Sleep, Slow, Confuse, Fear and Immobilize effects and leaves them resistant to such effects for a good while. The Antidote also grants the target some resistance to Cold and Toxic damage. Some of the effects of this power will improve with Multiple applications and as you advance in level. Recharge: Fast
Paralytic Poison

Paralytic Poison

Ranged Hold

This Paralytic Poison viciously attacks a foe's nervous system and can leave an affected target completely Held and defenseless. Recharge: Slow
Poison Trap

Poison Trap

Place Trap: PBAoE Foe Hold, -END, -Recovery, Chance to Hold, Minor DoT(Toxic)

You can build a Poison Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a highly toxic nerve gas, and any foes in the affected area may be drained of much of their Endurance and quickly Held or begin choking while suffering a minor amount of Toxic damage over time. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long
Venomous Gas

Venomous Gas

Toggle: PBAoE, Foe -Res(All), -DMG(All), -Def(All), -To(Hit)

You surround yourself in a cloud of toxic vapors that significantly weaken any enemies that get near you. Affected foes have their defense, damage resistance, damage and chance to hit reduced moderately. Recharge: Moderate
Power Pool 1
Sorcery
Translocation

Translocation

Click, Self Teleport

Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Very Fast
Spirit Ward

Spirit Ward

Toggle: Ally, +Absorb over time

You encompass an ally in a mystical Spirit Ward, which causes them to gain a moderate amount of damage absorption instantly, in addition to a small amount of damage absorption every few seconds while the power is active. Recharge: Slow.
Arcane Bolt

Arcane Bolt

Ranged, Moderate DMG(Energy), Foe Knockdown

You channel arcane energies into a concentrated blast and release them upon your target dealing Moderate energy damage and possibly knocking them down. Recharge: Fast
Mystic Flight

Mystic Flight

Toggle: Self Fly, (Special)

Using powerful magic you are able to lift yourself from the ground and fly. While Mystic Flight is active you can use Translocation to teleport to a distant location. Mystic Flight also increases your maximum flying speed by 50% whilst it is active.
Enflame

Enflame

Toggle: Ranged Friend/Foe, Special

This ritual allows you to imbue an ally or curse a foe with a fiery spell. If Enflame is cast on an ally or a foe they will leave a fiery trail behind them that will damage foes. You can cancel this power at any time, or it will automatically end after 60 seconds. You must be at least level 14 and have two other Sorcery powers before selecting Enflame. Recharge: Moderate.
Rune of Protection

Rune of Protection

Self, +Res(All Dmg, Hold, Sleep, Immobilize, Knockdown, Disorient)

You cast a Rune of Projection upon yourself granting you protection from Hold, Sleep, Immobilize, Knockdown and Disorient effects as well as granting you a measure of damage resistance against all forms of damage for a short time. You must be at least level 20 and have two other Sorcery powers before selecting Rune of Protection. Notes: Rune of Protection is unaffected by Recharge Time changes.
Power Pool 2
Fighting
Boxing

Boxing

Melee, Light DMG(Smashing), Fighting Synergy, Foe Stun

You strike your opponent with a strong punch that causes light smashing damage and has a small chance to stun foes. If you have also trained Kick, this power's damage is increased by 15% and your chance to stun increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Kick and Cross Punch stacks. Damage: Light, Recharge: Very Fast
Kick

Kick

Melee, Moderate DMG(Smashing), Synergy, Foe Knockdown

You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to knock opponents down. If you have also trained Boxing, this power's damage is increased by 15% and your chance to knockdown increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Boxing and Cross Punch stacks. Damage: Moderate, Recharge: Very Fast
Tough

Tough

Toggle: Self +Res(Smash/Lethal)

While active, you are tough and slightly resistant to Smashing and Lethal damage. Purchasing Tough requires the user to be level 14 and possess Boxing or Kick.
Weave

Weave

Toggle: Self +DEF(All), Res(Immobilize)

While active, you bob and weave, increasing your Defense to all attacks, as well as your resistance to Immobilize. You must be at least level 14 and have two other Fighting Powers before selecting Weave.
Cross Punch

Cross Punch

Melee (Cone), Moderate DMG (Smashing), Fighting Synergy, Foe Knockdown, Stun

You execute a sweeping right hook that can strike multiple targets in your frontal arc. This attack causes moderate smashing damage and has a chance to both knock down and stun foes. If you have also trained Boxing, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. If you have also trained Kick, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. The synergy with Boxing and Kick stacks. Damage: Moderate, Recharge: Moderate
Power Pool 3
Speed
Flurry

Flurry

Melee, Moderate DMG(Smash), Foe Disorient

Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target.
Hasten

Hasten

Self +Recharge

You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance.
Super Speed

Super Speed

Toggle: Self +Speed

You can run at super-human speeds! While running at such speeds, you are a blur, and many foes will not even notice you as you speed past them. As you run, you build momentum, allowing you to jump great distances, but only for a limited time. If you attack a target while this power is on, you will temporarily be slowed to normal speed. Super Speed also increases your maximum run speed by 30% and gives you access to the Speed Phase power whilst it is active.
Burnout

Burnout

Self +Recharge

Burnout allows you to instantly recharge all of your Primary and Secondary powers. Burnout is very expensive in terms of endurance, and reduces your maximum endurance slightly for 60 seconds after use. You must be at least level 14 and have two other Speed Powers before selecting Burnout. Recharge: Extremely Long
Whirlwind

Whirlwind

Toggle: PBAoE, Foe Knockback

You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this Whirlwind will be tossed into the air. You must be at least level 14 and have two other Speed Powers before selecting Whirlwind.
Power Pool 4
Leadership
Maneuvers

Maneuvers

Toggle: PBAoE, Team +DEF(All)

A good leader knows how to protect his team. While active, this power increases the Defense of yourself and all nearby teammates to all attacks.
Assault

Assault

Toggle: PBAoE, Team +DMG, Res(Taunt, Placate)

While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate.
Tactics

Tactics

Toggle: PBAoE, Team +To Hit, Res(Confuse, Fear), +Perception

While this power is active, your chance to hit and that of all your nearby teammates is increased. Your advanced Tactics also protect you and your team from Confuse and Fear effects, as well as your Perception so you can detect Stealthy foes. Purchasing Tactics requires the user to be level 14 and possess Maneuvers or Assault.
Vengeance

Vengeance

Ranged (Targeted AoE), Teammates +DMG, +To Hit, +DEF(All), Res(Effects)

The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to chance to hit, Damage and Defense to all attacks. A Vengeful team has no fear, and Vengeance protects you and your Teammates from Fear effects. It also gives you and your team great resistance to Sleep, Hold, Disorient, Immobilize, Confuse, Taunt, Placate and Knockback. You must be at least level 14 and have two other Leadership Powers before selecting Vengeance. This power does not stack with multiple castings. Recharge: Very Long
Victory Rush

Victory Rush

Ranged (Targeted AoE), Team +Recovery, -End Cost

The defeat of an opponent gives your team a rush of adrenaline. The excitement of your victory increases the recovery and reduces the endurance cost of your powers. This effect extends to your teammates as well. The total strength of this bonus is dependent upon the rank of the enemy on which this is cast, with Archvillains and Giant Monsters providing the greatest benefit. This power does not stack with multiple castings. You must be level 14 and have trained at least two other Leadership powers before you can train Victory Rush. This power's Recharge Time cannot be reduced. Recharge: Very Long (To Select Rank, Sub-Minion = 0, Minion = 1, LT = 2, Boss = 3, Elite Boss = 4, and AV/GM = 5,
Epic Power Pool
Dark Mastery
Oppressive Gloom

Oppressive Gloom

Toggle: PBAoE, Foe Disorient, Self -HP

The Netherworld has many mutable properties, such as the Oppressive Gloom. This power allows you to use your own Hit Points to keep enemies near you Disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use. Recharge: Moderate
Dark Consumption

Dark Consumption

PBAoE Moderate DMG(Negative), Self +End

The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain the Hit Points of your enemy and add to your Endurance. Damage: Moderate, Recharge: Very Long
Dark Embrace

Dark Embrace

Toggle: Self +Res(Smash, Lethal, Negative, Toxic)

You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Toxic, and Negative Energy damage. You must be level 41 and have Oppressive Gloom or Dark Consumption before selecting this power. Recharge: Fast
Soul Transfer

Soul Transfer

Self Rez, Special

Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The dark effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 90 seconds. There must be at least one foe nearby to fuel the Transfer and revive yourself. You must be level 41 and have Oppressive Gloom or Dark Consumption before selecting this power. Damage: Moderate, Recharge: Very Long
Soul Drain

Soul Drain

PBAoE Moderate DMG(Negative), Self +DMG, +ACC

Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy. You must be level 44 and have two other Dark Mastery Powers before selecting this power. Damage: Moderate, Recharge: Very Long
Description:

DP/Poison based on my DP/Kin and Elec/Poison Controller having a weird baby

Powers Level 1: Pistols Level 1: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance Reduction
Enhancements
Level 1: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance Reduction - Achilles' Heel: Chance for Res Debuff
  • 1 Achilles' Heel: Chance for Res Debuff